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https://github.com/kaosat-dev/Blender_bevy_components_workflow.git
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3380f4c71d
* started docs for Blender Blenvy add-on * started migration guide * got rid of a few examples * moved (for now, wip) all remaining examples under the Blenvy umbrella * updated main README * fixed issue with undeleted bin file when setting gltf export options for gltf/bin mode * updated release tools (internal_generate_release_zips) * moved main TODO to root of repo * a lot of related prep work & cleanup
307 lines
13 KiB
Markdown
307 lines
13 KiB
Markdown
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## Usage:
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> ***IMPORTANT***
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if you have used a version of this add-on prior to v0.9, there was an issue that kept generating orphan (junk) data on every save !
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You can easilly clean up that data
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- go to orphan data:
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![purge orphan data](./docs/purge_orphan1_data1.png)
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- click on purge
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![purge orphan data](./docs/purge_orphan1_data2.png)
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- validate
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![purge orphan data](./docs/purge_orphan1_data3.png)
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This issue has been resolved in v0.9.
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### Basics
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* before it can automatically save to gltf, you need to configure it
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* go to file => export => gltf auto export
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![blender addon use](./docs/blender_addon_use.png)
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* set the autoexport parameters in the **auto export** panel:
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![blender addon use3](./docs/blender_addon_use3.png)
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- export folder: root folder to export models too
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- export scene settings: exports "global"/scene settings like ambient color, bloom, ao, etc
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This automatically generates additional components at the scene level
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- pick your main (level) scenes and/or library scenes (see the chapter about [Blueprints](#blueprints) and [multiple Blend filles workflow](#multiple-blend-file-workflow) below)
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- click in the scene picker & select your scene
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![select scene](./docs/blender_addon_add_scene.png)
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- click on the "+" icon
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![select scene2](./docs/blender_addon_add_scene2.png)
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- your scene is added to the list
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![select scene3](./docs/blender_addon_add_scene3.png)
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- export blueprints: check this if you want to automatically export blueprints (default: True)
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- blueprints path: the path to export blueprints to , relative to the main **export folder** (default: library)
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- collection instances: select which option you want to use to deal with collection instances (aka combine mode) (both inside blueprint collections & main collections)
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* split (default, highly recomended) : the addon will 'split out' any nested collections/ blueprints & export them
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* embed: choose this option if you want to keep everything inside a gltf file (less efficient, not recomended)
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* embedExternal: this will embed ONLY collection instances whose collections have not been found inside the current blend file
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These options can also be **overridden** on a per collection instance basis: (if you want to split out most collection instances, but keep a few specific ones embeded
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inside your gltf file)
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![combine override](./docs/combine_override.png)
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- simply add a custom property called **_combine** to the collection instance, and set it to one of the options above
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please read the dedicated [section](#collection-instances--nested-blueprints) below for more information
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- Export dynamic and static objects seperatly : For MAIN scenes only (aka levels), toggle this to generate 2 files per level:
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- one with all dynamic data: collection or instances marked as dynamic (aka saveable)
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- one with all static data: anything else that is NOT marked as dynamic, the file name will have the suffix **_dynamic**
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Ie if you add a "Dynamic" custom property/ component to either your collection instances or your blueprint, you get a clean seperation between
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- your static level data (anything that will never change during the lifetime of your Bevy app)
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- your dynamic objects (anything that will change during the lifetime of your Bevy app, that can be saved & reloaded in save files for example)
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- export materials library: check this if you want to automatically export material libraries (default: False)
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please read the dedicated [section](#materials) below for more information
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> This only works together with blueprints !
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- materials path: where to export materials to
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* and your standard gltf export parameters in the **gltf** panel
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![blender addon use2](./docs/blender_addon_use2.png)
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* click on "apply settings"
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* now next time you save your blend file you will get an automatically exported gltf file (or more than one, depending on your settings, see below)
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### Blueprints
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You can enable this option to automatically replace all the **collection instances** inside your main scene with blueprints
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- whenever you change your main scene (or your library scene , if that option is enabled), all your collection instances
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* will be replaced with empties (this will not be visible to you)
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* those empties will have additional custom properties / components : ```BlueprintInfo``` & ```SpawnBlueprint```
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* your main scene/ level will be exported to a much more trimmed down gltf file (see next point)
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* all the original collections (that you used to create the instances) will be exported as **seperate gltf files** into the "library" folder
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- this means you will have
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* one small main gltf file (your level/world)
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* as many gltf files as you have used collections in the main scene , in the library path you specified :
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for the included [basic](../../examples/bevy_gltf_blueprints/basic/) example's [assets](../../examples/bevy_gltf_blueprints/basic/assets/), it looks something like this:
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![library](./docs/exported_library_files.png)
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the .blend file that they are generated from can be found [here](../../examples/bevy_gltf_blueprints/basic/assets/advanced.blend)
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- the above only applies to collections that have **instances** in your main scene!
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if you want a specific collection in your library to always get exported regardless of its use, you need to add
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a **COLLECTION** (boolean) custom property called ```AutoExport``` set to true
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> not at the object level ! the collection level !
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![force-export](./docs/force_export.jpg)
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It will get automatically exported like any of the "in-use" collections.
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- you can also get an overview of all the exported collections in the export menu
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![exported collections](./docs/exported_collections.png)
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- there are some workflow specificities for multi blend file [workflows](#multiple-blend-file-workflow)
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#### Collection instances & Nested blueprints
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To maximise reuse of meshes/components etc, you can also nest ***collections instances*** inside collections (as normally in Blender), but also export each nested Blueprint as a seperate blueprints.
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> Don't forget to choose the relevant option in the exporter settings (aka **"split"**)
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> This replaces the previous "export nested blueprints" checkbox/ option
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![instance combine mode](./docs/blender_addon_use4.png)
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- To make things clearer:
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![nested-blueprints](./docs/nested_blueprints.png)
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- **Player2** & **Enemy** both use the **Humanoid_cactus** nested collection/blueprint, so **Humanoid_cactus** gets exported as a Blueprint for re-use ...but
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- **Humanoid_cactus** is also made up of a main mesh & two instances of **Hand** , so **Hand** gets exported as a Blueprint for re-use ...but
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- **Hand** is also made up of a main mesh & three instances of **Finger**, so **Finger** gets exported as a Blueprint for re-use
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- The exported models in this case end up being:
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![nested_blueprints2](./docs/nested_blueprints2.png)
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- Note how **Player2.glb** is tiny, because most of its data is actually sotred in **Humanoid_cactus.glb**
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- **Enemy.glb** is slightly bigger because that blueprints contains additional meshes
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- All the intermediary blueprints got exported automatically, and all instances have been replaced with "empties" (see explanation in the **Process section** ) to minimize file size
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- Compare this to the output **WITHOUT** the nested export option:
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![nested_blueprints3](./docs/nested_blueprints3.png)
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- less blueprints as the sub collections that are not in use somewhere directly are not exported
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- **Player2.glb** & **Enemy.glb** are significantly larger
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TLDR: smaller, more reuseable blueprints which can share sub-parts with other entities !
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### Create components from custom properties
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- IF you have a valid component type and the correct corresponding RON string in the custom_property value (this button will not appear if not), this add-on can automatically
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generate the corresponding component for you:
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- Fill/check your custom property (here for Aabb)
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![generate_components 2](./docs/generate_components2.png)
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- click on the button
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![generate_components](./docs/generate_components.png)
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-voila !
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![generate_components 3](./docs/generate_components3.png)
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## Use
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### Existing components & custom properties
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* If you already have components defined manualy in Blender inside **custom properties** you will need to define them again using the UI!
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* avoid mixing & matching: if you change the values of **custom properties** that also have a component, the custom property will be **overriden** every time
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you change the component's value
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* you can of course still use non component custom properties as always, this add-on will only impact those that have corresponding Bevy components
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## Advanced Tools
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In this section you will find various additional more advanced tooling
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### Invalid/unregistered type renaming / conversion
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If you have components that are
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* invalid : ie some error was diagnosed
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* unregistered: a custom property is present on the object, but there is no matching type in the registry
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Here you will get an overview, of ALL invalid and unregistered components in your Blender project, so you can find them, rename/convert them,
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or delete them, also in bulk
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![component rename overview](./docs/component_rename_overview2.png)
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* you can click on the button to select the object in your outliner (this also works across scenes, so you will be taken to the scene where the
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given object is located)
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![update custom properties](./docs/component_rename_object_select.png)
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#### Single object component renaming/ conversion
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- to rename/convert a single component for a single object:
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* go to the row of the object you want to convert the component of
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* in the dropdown menu, choose the target component
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* click on the button with the magic wand to convert the component
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![single rename](./docs/component_rename_single.png)
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> the tool will attempt to automatically convert the source component, including the field names/values, if the target component has the same ones
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If it fails to do the conversion, you will get an error message, and you will either have to change the custom property yourself, or you can simply
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change the values in the UI, which will automatically generate the custom property value
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- to delete a single component for a single object:
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* go to the row of the object you want to remove the component from
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* click on the button with the "x" to remove the component
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![single delete](./docs/component_remove_single.png)
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#### Bulk component renaming/ conversion
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- use this method if you want to convert ALL components of a given type of ALL objects
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* click on this button to pick your source component
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![bulk convert remove](./docs/component_rename_remove_bulk.png)
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* for conversion: in the dropdown menu, choose the target component & click apply to convert all matching components
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* for deletion: clic on the "x" to remove all matching components
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![bulk convert remove](./docs/component_rename_remove_bulk2.png)
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### For conversion between custom properties & components & vice-versa
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#### regenerate custom property values
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- "update custom properties of current object" : will go over **all components** that you have defined for the **currently selected object**, and re-generate the
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corresponding custom property values
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![update custom properties](./docs/other_options.png)
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- "update custom properties of ALL objects" : same as above but it will do so for the **ALL objects in your blend file** (so can be slow!), and re-generate the
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corresponding custom property values
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![update custom properties for all](./docs/other_options2.png)
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> IMPORTANT !! use this if you have previously used v0.1 or v0.2 , as v0.3 had a breaking change, that makes it **necessary** to use this **once** to upgrade components data
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You should also re-export your gltf files , otherwise you might run into issues
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#### regenerate component/ UI values
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- since v0.2, you have the option to regenerate (for the selected object or all objects, as above) to regenerate your UI values from the custom property values
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![update UI FROM custom properties](./docs/update_ui_from_custom_properties.png)
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> IMPORTANT !! use this if you have previously used v0.1 , as v0.2 had a breaking change, that makes it **necessary** to use this **once** to upgrade the UI data
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## Examples
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you can find an example [here](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_registry_export/)
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